To me this server is a failed experiment.It's irritating to see wrong things in extrapolated frames (e.g. balls/shotsflying through ships, ships flying through walls).

A fxi server which generates 50 frames per second, only calculates each 4thframe for real, that is 12.5 frames per second (like old style bloods music).The other frames are extrapolated and do not use client input for their calculations.Hence if you press a key or move the mouse, the fxi server will only process this atthe next real frame after it received the packets from the client.Contrary, a xpilot-ng server will generate 50 real frames and use client inputas soon as it arrives. This effectively reduces lag and doesn't create theirritations of extrapolated frames mentioned above.

I like the behaviour of ships close to walls still better on xpilot-ng, than withthe circular ships of fxi. The good thing about the circular ships is that they arenever blocked from turning by a wall (as does happen on old 4.x servers).But there is the problem that the player does not see the circle which the server uses,but some shipshape. Problems occur when flying close to a wall and the circle is widerthan the players shipshape. The player will unexpectedly clip the wall, because itapeared to him that he did not touch the wall.

Playability on fxi is not better than on ng. Probably only seasoned players,who can't adapt their play say the opposite.To me in fact playability is better on ng, because of all real frames at highframerate (50 fps) and reduced lag.

I don't see any point in developing an inferior server which only supports afraction of XPilot features (e.g. no items, no polygon maps and related ng features).